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Makefile: Micropolis build fixes for recent macOS
[micropolis] / src / sim / s_disast.c
1 /* s_disast.c
2 *
3 * Micropolis, Unix Version. This game was released for the Unix platform
4 * in or about 1990 and has been modified for inclusion in the One Laptop
5 * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
6 * you need assistance with this program, you may contact:
7 * http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
8 *
9 * This program is free software: you can redistribute it and/or modify
10 * it under the terms of the GNU General Public License as published by
11 * the Free Software Foundation, either version 3 of the License, or (at
12 * your option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful, but
15 * WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * General Public License for more details. You should have received a
18 * copy of the GNU General Public License along with this program. If
19 * not, see <http://www.gnu.org/licenses/>.
20 *
21 * ADDITIONAL TERMS per GNU GPL Section 7
22 *
23 * No trademark or publicity rights are granted. This license does NOT
24 * give you any right, title or interest in the trademark SimCity or any
25 * other Electronic Arts trademark. You may not distribute any
26 * modification of this program using the trademark SimCity or claim any
27 * affliation or association with Electronic Arts Inc. or its employees.
28 *
29 * Any propagation or conveyance of this program must include this
30 * copyright notice and these terms.
31 *
32 * If you convey this program (or any modifications of it) and assume
33 * contractual liability for the program to recipients of it, you agree
34 * to indemnify Electronic Arts for any liability that those contractual
35 * assumptions impose on Electronic Arts.
36 *
37 * You may not misrepresent the origins of this program; modified
38 * versions of the program must be marked as such and not identified as
39 * the original program.
40 *
41 * This disclaimer supplements the one included in the General Public
42 * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
43 * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
44 * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
45 * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
46 * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
47 * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
48 * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
49 * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
50 * USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
51 * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
52 * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
53 * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
54 * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
55 * CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
56 * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
57 * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
58 * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
59 * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
60 * NOT APPLY TO YOU.
61 */
62 #include "sim.h"
63
64
65 /* Disasters */
66
67
68 short ShakeNow;
69 short FloodCnt;
70 short FloodX, FloodY;
71
72 void SetFire(void);
73 int Vunerable(int tem);
74 void ScenarioDisaster(void);
75
76 /* comefrom: Simulate */
77 void
78 DoDisasters(void)
79 {
80 /* Chance of disasters at lev 0 1 2 */
81 static short DisChance[3] = { 10*48, 5*48, 60};
82 register short x;
83
84 if (FloodCnt) FloodCnt--;
85 if (DisasterEvent)
86 ScenarioDisaster();
87
88 x = GameLevel;
89 if (x > 2) x = 0;
90
91 if (NoDisasters) return; /*post*/
92 if (!Rand(DisChance[x])) {
93 x = Rand(8);
94 switch (x) {
95 case 0:
96 case 1:
97 SetFire();
98 break;
99 case 2:
100 case 3:
101 MakeFlood();
102 break;
103 case 4:
104 MakeAirCrash();
105 break;
106 case 5:
107 MakeTornado();
108 break;
109 case 6:
110 MakeEarthquake();
111 break;
112 case 7:
113 case 8:
114 if (PolluteAverage > /* 80 */ 60) MakeMonster();
115 break;
116 }
117 }
118 }
119
120
121 /* comefrom: DoDisasters */
122 void
123 ScenarioDisaster(void)
124 {
125 switch (DisasterEvent) {
126 case 1: /* Dullsville */
127 break;
128 case 2: /* San Francisco */
129 if (DisasterWait == 1) MakeEarthquake();
130 break;
131 case 3: /* Hamburg */
132 DropFireBombs();
133 break;
134 case 4: /* Bern */
135 break;
136 case 5: /* Tokyo */
137 if (DisasterWait == 1) MakeMonster();
138 break;
139 case 6: /* Detroit */
140 break;
141 case 7: /* Boston */
142 if (DisasterWait == 1) MakeMeltdown();
143 break;
144 case 8: /* Rio */
145 if ((DisasterWait % 24) == 0) MakeFlood();
146 break;
147 }
148 if (DisasterWait) DisasterWait--;
149 else DisasterEvent = 0;
150 }
151
152
153 /* comefrom: ScenarioDisaster */
154 void
155 MakeMeltdown(void)
156 {
157 short x, y;
158
159 for (x = 0; x < (WORLD_X - 1); x ++) {
160 for (y = 0; y < (WORLD_Y - 1); y++) {
161 /* TILE_IS_NUCLEAR(Map[x][y]) */
162 if ((Map[x][y] & LOMASK) == NUCLEAR) {
163 DoMeltdown(x, y);
164 return;
165 }
166 }
167 }
168 }
169
170
171 void
172 FireBomb(void)
173 {
174 CrashX = Rand(WORLD_X - 1);
175 CrashY = Rand(WORLD_Y - 1);
176 MakeExplosion(CrashX, CrashY);
177 ClearMes();
178 SendMesAt(-30, CrashX, CrashY);
179 }
180
181
182 /* comefrom: DoDisasters ScenarioDisaster */
183 void
184 MakeEarthquake(void)
185 {
186 register short x, y, z;
187 short time;
188
189 DoEarthQuake();
190
191 SendMesAt(-23, CCx, CCy);
192 time = Rand(700) + 300;
193 for (z = 0; z < time; z++) {
194 x = Rand(WORLD_X - 1);
195 y = Rand(WORLD_Y - 1);
196 if ((x < 0) || (x > (WORLD_X - 1)) ||
197 (y < 0) || (y > (WORLD_Y - 1)))
198 continue;
199 /* TILE_IS_VULNERABLE(Map[x][y]) */
200 if (Vunerable(Map[x][y])) {
201 if (z & 0x3)
202 Map[x][y] = (RUBBLE + BULLBIT) + (Rand16() & 3);
203 else
204 Map[x][y] = (FIRE + ANIMBIT) + (Rand16() & 7);
205 }
206 }
207 }
208
209
210 /* comefrom: DoDisasters */
211 void
212 SetFire(void)
213 {
214 register short x, y, z;
215
216 x = Rand(WORLD_X - 1);
217 y = Rand(WORLD_Y - 1);
218 z = Map[x][y];
219 /* TILE_IS_ARSONABLE(z) */
220 if (!(z & ZONEBIT)) {
221 z = z & LOMASK;
222 if ((z > LHTHR) && (z < LASTZONE)) {
223 Map[x][y] = FIRE + ANIMBIT + (Rand16() & 7);
224 CrashX = x; CrashY = y;
225 SendMesAt(-20, x, y);
226 }
227 }
228 }
229
230
231 /* comefrom: DoDisasters */
232 void
233 MakeFire(void)
234 {
235 short t, x, y, z;
236 for (t = 0; t < 40; t++) {
237 x = Rand(WORLD_X - 1);
238 y = Rand(WORLD_Y - 1);
239 z = Map[x][y];
240 /* !(z & BURNBIT) && TILE_IS_ARSONABLE(z) */
241 if ((!(z & ZONEBIT)) && (z & BURNBIT)) {
242 z = z & LOMASK;
243 if ((z > 21) && (z < LASTZONE)) {
244 Map[x][y] = FIRE + ANIMBIT + (Rand16() & 7);
245 SendMesAt(20, x, y);
246 return;
247 }
248 }
249 }
250 }
251
252
253 /* comefrom: MakeEarthquake */
254 int
255 Vunerable(int tem)
256 {
257 register int tem2;
258
259 tem2 = tem & LOMASK;
260 if ((tem2 < RESBASE) ||
261 (tem2 > LASTZONE) ||
262 (tem & ZONEBIT))
263 return(FALSE);
264 return(TRUE);
265 }
266
267
268 /* comefrom: DoDisasters ScenarioDisaster */
269 void
270 MakeFlood(void)
271 {
272 static short Dx[4] = { 0, 1, 0,-1};
273 static short Dy[4] = {-1, 0, 1, 0};
274 register short xx, yy, c;
275 short z, t, x, y;
276
277 for (z = 0; z < 300; z++) {
278 x = Rand(WORLD_X - 1);
279 y = Rand(WORLD_Y - 1);
280 c = Map[x][y] & LOMASK; /* XXX: & LOMASK */
281 /* TILE_IS_RIVER_EDGE(c) */
282 if ((c > 4) && (c < 21)) /* if riveredge */
283 for (t = 0; t < 4; t++) {
284 xx = x + Dx[t];
285 yy = y + Dy[t];
286 if (TestBounds(xx, yy)) {
287 c = Map[xx][yy];
288 /* TILE_IS_FLOODABLE(c) */
289 if ((c == 0) || ((c & BULLBIT) && (c & BURNBIT))) {
290 Map[xx][yy] = FLOOD;
291 FloodCnt = 30;
292 SendMesAt(-42, xx, yy);
293 FloodX = xx; FloodY = yy;
294 return;
295 }
296 }
297 }
298 }
299 }
300
301
302 /* comefrom: MapScan */
303 void
304 DoFlood(void)
305 {
306 static short Dx[4] = { 0, 1, 0,-1};
307 static short Dy[4] = {-1, 0, 1, 0};
308 register short z, c, xx, yy, t;
309
310 if (FloodCnt)
311 for (z = 0; z < 4; z++) {
312 if (!(Rand16() & 7)) {
313 xx = SMapX + Dx[z];
314 yy = SMapY + Dy[z];
315 if (TestBounds(xx, yy)) {
316 c = Map[xx][yy];
317 t = c & LOMASK;
318 /* TILE_IS_FLOODABLE2(c) */
319 if ((c & BURNBIT) ||
320 (c == 0) ||
321 ((t >= WOODS5 /* XXX */) && (t < FLOOD))) {
322 if (c & ZONEBIT)
323 FireZone(xx, yy, c);
324 Map[xx][yy] = FLOOD + Rand(2);
325 }
326 }
327 }
328 }
329 else
330 if (!(Rand16() & 15))
331 Map[SMapX][SMapY] = 0;
332 }
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